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w176

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Everything posted by w176

  1. Talk to the player and pose an ultimatum. Don't make it an ingame issue, because it clearly isn't. (Well his character is being stupid but thats common.) "This is a gaming group. Notice group, and the creative agenda is to tell a story, together. If you wanna have a story of your, own write fan fiction FFS, don't bother to show up on gaming meetings. If you want to you can get a new character that is more social and group oriented at the same level of XP, but if you take off again your characters actions will be ignored until he rejoin the group again. Feel free to sit silent during this time and write fanfiction to post online, don't expect us to read it or it to effect the game."
  2. Use peoples phobias. Heartlessly. If you got someone who dont like spiders within you group, hit them with spiderlike thing. If you have someone with clastufobia have them flee into a cave, and face them with a cave dweller. Know your group and use it against them. I like small creatures, like millions of tiny waps. Unless you got a really good pyromancer you screwd with normal tactics and got to flee.
  3. If you got the right kind of group for this thing, who can pull it off as a dramatic interesting development rather den the psyker player being picked on, social consequence can be a way to handle it. Before the next meting i would if it were my group ask the group. "Our pysker character is a very powerful character, and a very well played one too. I got some balance issues as a GM an I was considering adding a layer of psyker paranoia to the game to balance it. More paranois will peobably lead to less use off powers as logical reaction with people growing more uneasy with the use of powers. I mean this as a fun experience for everyone, putting issues like trust and temptations into focus and so on. Not picking on out beloved psyker players who is doing a very good job. I would mostly run it by passing notes to the other characters, and have NPC you tun into react to the psyker. Would everyone in the group be okay with this thing? Would it be fun, interesting and enjoyable?" And then run it with simple note passed saying that a character is getting goose bumps around the psyker, that the pskyler is mumbling things in his sleep, and that the heal flesh seems somehow strange. Just small things, not meriting blowing the psykers head off, but enough to get everyone including the psyker get more wary about using psychic powers.
  4. I set a simple pre cent roll of how likely they are to get their hands on something. "You want X. Sure. I you spend your free time on it during the weeks you got a Fellowship+-modifier chance of getting you hands on it. Roll." And base the modifiers on avalabilities, any skills or peer traits that might apply.
  5. w176

    40K-The RP

    To me rules reflect dramaturgy, not the gaming realities physical rules etc. From that perspective I think they made the right design choice. Three different rules settings for three different kinds of dramaturgy, all of them interesting to explore within the 40k universe. They reflect the same reality but experienced very differently, and you chose the rule system after what kind of mood and dramatulgy you are aiming for. Of course every set of rpg rules got their kinks and bugs that either needs an errata or home made rules to fit your gaming groups need. And even if I think the the design chose was right I think I could been done in a more streamlined way, making transitioning, combining and tweaking systems back an fourth easy to be able to fix the rules system to exactly the kind og dramaturgy you felt like (how gritty, how deadly, how epic, how combat focused, how skill focused etc). For an example where this has been done really well I would recommend people take a look on the variations of the ORE (One Roll Engine) system.
  6. There is an rule of thumb I like "Say yes or roll dice." As long as every one at the table feels that just going along without rolling feels great, do that. Say yes to to the action. And every time someone hesitates, no matter if its a player or the storyteller give them a fair chance and roll the dice. This works for any kind of action, not just social. You can even ask you players "Yes, or roll the dice?" and gets a hint of what the group think is fair. - Focusing in the specific problem. The most fun way to roll social dices is to put up a few high stake key rolls. Think of a movie, there is a specific scenes and moments when the social stakes are set, lies are about to be relived, people make it or brake it. Don't make them roll for every little lie, compliment or something like that. Build up to key scenes: "Will the lordling buy the bluff?", "Will the character convince the person they be seducing to come up into the hotel room?" or "Will they convince the army that they really are from the Holy Inqvisition?" Any actions before the key scenes isn't rolled, they just contribute with bonuses or penalties to the roll. (Unless its really spectacular. A Tech Priest doing a pole dance in a ball room demands a reaction, but that probably don't take a roll to gauge an reaction to anyway)
  7. My scum campaigns the first part is finished. The campaign got a “Pulp fiction”, “******”, “Lock stock and two smoking barrels” and “Oceans 11” tone, with heists and dark humor. The players have been hunting the heretical drug Black and found some of it sources but suddenly then the whole thing goes quiet for a few years with no more leads to follow. The character have of course been sent into other missions during this time. The players have spun some sort of strange short stories about a few intervening missions during wild laughter at the gaming table. The story is going to start again In media res at a schola. Some kind of heretical cult have been replacing teachers at Schola Progeniums all over the sector in secrecy, and their Inquisitors who once was and still operates as a crime lord stumbled over that something fishy was about when one of his forgery businesses got on order of slightly altered versions of a prayer book. The traces lead to a schola. Following that trace futher the Inqvisition manage to observe a cult taking out a newly assigned teachers going to the schola (old war heroes, accomplishment adepts etc) and replacing them with false teachers. The inquisition silently intervened one of this operations and made a switch of their of sending the PC in as the false false-teachers. The players will chose on their own what sort of teacher they pose as, but I suspect the Dusk born Moriat assasin with a bit sketchy view of the holy faith will be some kind of PA teacher. They will start in media res at the schoola. My thought is they should: ...Find some obscure trace of the drug Black again, perhaps a mention of a certain tech priest mentioned earlier. ...That the children will become suspicious and turn on the odd teachers/PC in a “Lord of the flies” way. ..That there of course will be some real cult at work. ...And perhaps they will have a run in with their antagonist stick-up-every-orifice Inquisitor Tormalkan. (...And that there will be some Harry Potter references during the adventure.) Pleas help me brainstorm, and come up some interesting twist and turns and scenes.
  8. I think Lady Gaga of all people here got an wonder 40k ish estetic visually.
  9. I would reason in a fight there wouldn't be any nice and clean suffocation. You will get a gasp a breath here and there. A super pyton pressing with tons of pressure all over you body isnt just a issue of oxygen. Its about pain, about crushing bones and muscle. I would build a system where the snake deals fatigue. It could be balanced to end up with about the same timeframe (a few rounds). And would let the players after being relesed fron the snakes grasp pass one thoghness test to regain consiousness, and one more the next round to get up om thier feet with a -20 penalty on all rolls.
  10. But personally, my cup of tea is immersion and story over rules any day. I'm most happy playing games totally free form.
  11. Well it is not really meaningful to yell “Storytelling most important!!!!1”, because it isn't. To you it might generally be that way, but it not an universal truth. Roleplaying is about -different- play styles. Different agendas. Storytelling is one, immersion is one, gameism is one, humour is one, just socializing with you buddies is one, stimulationism (enjoying facts and stimulating a different world) is one, escapism is one, romance is one, cinematism (big explosions!)... and so on. And you mix them all the time. Every group, every campaign should set the creative agenda, and the mix of styles you strive for that time. Putting storytelling first can be the right ting to do, but so is putting gameism first, or humor first. As long as you aware that you just choosing a possible agenda, and its nothing wrong other people with choosing other agendas, or you choosing a different agenda some other time.. I for once run a Terry Prachett style Discworld campign, an epic DH camping about hard choices and an old school dungeon crawl in different ways with different priorities. To much humor would be a deal breaker in the two others, and so would to much rule focus or too much drama. But all three could be great games. If not for you, I'm sure that someone else cup of tea.
  12. w176

    80s Tech Prist

    Well. There got to be worlds in the was universe of Warhammer 40k even more stuck in the 80s then the rest. And thouse worlds probably got techpriests. With snake staffs. Because snake staffs rules. A4 goach painting. w176.deviantart.com/art/80s-Tech-Priest-178648759
  13. Being a GM is like being a conductor for an orchestra. Your players are,,, well you players. They might be good musicians, they might be bad musicians. You have a mix off jazz musicians and classical musicians and rocks musicians that all want to take the game in different directions. You can't do their job. You might have chosen the notes, or even written the symphony, wave you arms all you want to, but they got to play it, they have to if bring it to life and make if fly. Character, witty and smart dialog, understanding where you want to take the plot, go with the plot etc. Your job is to make the best of them, to make the symphonies they play rule, to make them enjoy each sessions, to make the jazz musician and rock musician to work together. To keep the rhythm, keep the song flowing. Your work is to notice if the group got some problem and fix it with them. If its communication problem, make them talk. If the symphony you chosen/written don't fit your players change it. You got to take the input and out they give you serious consideration, no matter if it was voiced or something you notice. Your not perfect and if the players have some sort of suggestion is probably a good one. You got to trust you player and learn to let go of the control. Trust them to play awesome riffs they come up with and roll with it, work those idea in to the symphony. And conducting and playing is taxing. Every now and then take a break, when you feel you need it or notice that you players notice it during the night. To really enjoy the analogy, have a look at this video about leadership styles and being a conductor. Says a lot about how to lead and GM www.ted.com/talks/itay_talgam_lead_like_the_great_conductors.html
  14. First you decide what you and your group mean with balance. The same damage output? Battle usefulness? Niche balance? Skill usefulness? The same anout of time in spotlight? The same coolness factor in the story? Numeric fairness? Etc. Once you -defined- what sort of balance you are looking for the actual balancing gets much easier.
  15. I don't. For me resoureces managment isnt the core of roleplaying. .My players know that my games never have much gear focus and they are suppose to roll with it. I'm generous with what they get, but wont stand that resouces managment wont eat up precious gaming time and just tell them: "The mecenary team seem to have military grade weponery and armor, with some of the ugly kind of dirty weapons and bombs you find among hive gangs. They got some cash stoved away and some worn but useful gear. Thier cloting is dicreet and pratical" And then the players suggest some things that from me description would seem likely to be found, and I reply: "Yea. Sounds pretty likely. Lets say that you got a 70% chance of finding that." And we roll for it and the whole thing is over in 3 minutes. But this only works if you dont have much gear focus and the players are content with the gear they gets, accept that we wont spend much time on gear, dont feel the need to with claws and teeth fight for every single bullet.
  16. The imperium is a big and diverse place. I would like to hear what kind of cultural twists you come up with that really spice up the game. Last game session my players was on the outskirt hive planet Vaxanide, and I decided to spice up the game they would have cultural twist akin to Indias holy cows. There was a deep rooted belife on the planet that the Emperor was protected by his lojal cats. because of this you found cats all over the hive since all homes, resturants, hotels, monorail stations and stores tended to have cats of thier own to ward off evil. And all cats were genreally very spoiled and cuddly. Some how all of this took spin. The dusk moriat assasin freaked out convinced that the creatures were dangerous (and that by Dusk standards), since they vere protecting the empreror and all, and went to great lenght to not anger these cretures.And the tech priest turned crazy cat lady, cuddling and carrying around cats most of the times and explained every failed roll that session by cuddling, proteting and being distracted by cats. And the whole group started solving problems by taping the id tags to cats (cats+tape gives interesting results. Youtube it) etc The whole session was really spiced up by cats and the players really got feeling of the ever present presens of cats in their descrotions, plans and actions. What sort of weird cultural twist have affected and colored your games?
  17. A group wounderful to use as soundtrack to use during play, is Qntal. Electronic latin choire rock/techno, sooooo useful on hive worlds etc. And thematically as battle music love E Nominie for its religious themes and sound. Immitiate useful is always extremly useful as well.
  18. Gribble_the_Munchkin said: Our rogue trader, a sneaky git, always tries to work a situation to make himself look good. He has a scribe that follows him around recording his exploits and lionising him in prose.
  19. A gamemaster is and does whatever the group agrees fits their gaming style. There are loads of way running games apart from the traditional one. No GM, rotating gm, GM trough shared repositories for different part of the story.... Etc A GM can be the movie director controlling every element surrounding the character or just the project leader sharing the responsibilities with the others. A guide or a master, an opponent, a judge or a player on the same team. A coach or a ninja or the person who house you are in but no different in any other aspect. Who knows. The group defines the role. There is no single thing you can define as what a GM is or isnt. Even while running a traditional rpg the GM role varies to much to be defined with a set of criteria. A great master is one that fits his group. If you problem is feedback. Get a bunch a markers of some kind. Pokermakers, pebbels etc.. Put them on the table in a pile. Tell the players to pass over one to anyone doing something awesome, including you, when they do something they really appreciate. You pass them markers to when one of them do great things. Fast silent feedback, direct and positive. The moment you or someone else does something great you will know. You can award extra exp this way by the number of markers too. This is a good thing cause you will see what the whole group appriciate.
  20. Cyberpunk got the right attitude. Neromancer, Mona Lisa overdriver., etc by William Gibson is a good place to start. They got an hysteric grimdark cynical edge to the worldview and stoytelling. They provide excellent inspiration to hives etc. Cool stunts and stuff is pulled of by competent people and the plots are awesome. The cyberpunk techlevel would be deemed tech heresy in some aspects but, hey you can't get everything.
  21. Polaria: *drools in awe* Can I have your autograph? Awesome mind****. Just a quick note. "Success" dont have to mean success, it can mean failure, standoff, or an awesome death scene Boromir style. It can mean any type scene the players finds awesome and a cool experience.
  22. I turned it in to a 4 foot long scroll on thick, bone white copying paper to unroll and trow on my players next week when the acolytes become acolytes and is told that they been working for the inquisition. Sort of. “I'm here to tell you that you are going to be a cell, and that your been working for the Inquisition. Erm. I couldn't find any welcoming folder so here. *Flips out scroll and hands over* ...I think you are allowed to know this. Anyway, closest thing welcoming folder,. You got two minutes to freak out and get yourself together. Then we heading to a the tryout who will be prime with ma boss. 120 secs, clock is ticking. Feel free to start screaming at me, laughing or whatever. 110. ”
  23. talsine said: That first one is a really good idea, would also help get the players to invest more fully into the world itself, most of them only know a little baout 40k, basicaly just Dawn of War and the old 2E TT codexs i have laying around. One more awesome aspect of this that soon enough, more then funny or cool facts begin to pop up. The players begin push for things that would be fun dramatically. "Jeesh. Look at thouse clouds. A storm might be coming." or "Its not uncommon with hand to hand fights to prove yourself among hive gangs" because they think a storm or hand to hand fight would be fun or fit dramatically. These hints are most often really good, and giving player what they hinted at adds even more worth to actively use skills etc.
  24. Thanks thats great. And I havent gotten any mutant ot kitten trough the mail, but a few newspapers
  25. Player likes fun. I agree with that eariler response. You cant force players to focus on skills by making them nessisery, that will just feel like chores. You need to make them fun. - Give them loads of of fun information that is useful in a lot of way. Avoid giving only clues that just useful one way. Then it feels like railroading. - Let players make up neutral facts if they got a lot in a skill. With neutral facts I mean things that dont twist things to their favour and the GM can trist anyway the GM wants. "Oh. Animal heraldy is common on this planet.", "If they start stomping and wawing the guns that is a good sign.", "This is reminds me a bit of a code a saw on Taurus, but the rythm is totally diffrent. I dont know if they are related." Just being allowed to state an awesome fact now and then, just drop it into the conversation without having to ask the GM first is fun. - Don't make combat take a lot of time. Non combat character will feel bored then and be less attractive. - Don't give just clues after a roll. Knowledge is a way to view the world. Give characters diffrent description of a scene. The gaurdsman will see the security at the ballroom dance, the scum will see awesome oppentuneties, the adept will see the political and historical context etc...
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